Battle card game

ABSTRACT

Provided herein is a battle card game in which players can concentrate on the progress of a game. A combination card set comprising four cards CC 1 -CC 4  is included in a plurality of cards forming a deck. Each of the cards CC 1 -CC 4  has an image indication field  53  and a layout map  55 . Each of the image indication fields  53  shows a divided conceptual image that will form a complete conceptual image when the four cards are deployed in a predetermined layout. Each of the layout maps  55  shows a predetermined layout indicating which card should be placed where.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a battle card game.

2. Description of the Related Art

Some conventional battle card games are constructed so that a special effect is exerted when one complete image is built up by combining divided images shown on the image indication fields of two or more battle cards that a player has deployed on a play field. For example, in a battle card game currently marketed by BANDAI CO., LTD. under the name of “BLEACH SOUL CARD BATTLE”, a special effect is exerted when one complete image is built up by combining a set of images illustrated on two or more cards which are deployed on the play field. (Refer to the website (www.carddas.com/bleach) “BLEACH SOUL CARD BATTLE”.)

Conventionally, however, a player has been required to consider how to deploy cards, looking at the images displayed on the cards before actually placing the cards on a play field. Consequently, the player has not been able to concentrate on the progress of the game.

SUMMARY OF THE INVENTION

An object of the present invention is to provide a battle card game which enables a player to concentrate on the progress of a game.

Another object of the present invention is to provide a battle card game which enables a player to easily complete a conceptual image (image or concept) on a play field by arranging a plurality of cards on the play field.

A further object of the present invention is to provide a battle card game which enables a player to immediately recognize which cards are missing for a complete conceptual image when arranging a plurality of cards on the play field in order to build up the complete conceptual image.

An even another object of the present invention is to provide an unprecedented dynamic battle card game in which an effect exerting condition is based on the completed building-up of one conceptual image by deploying a plurality of cost payment cards on the play field.

A still another object of the present invention is to provide a battle card game which enables a player to easily recognize an amount of his/her cost-solvency, namely, how much cost he/she can pay.

The present invention relates to a battle card game, in which each of two or more players uses a deck comprising a plurality of cards and deploys one or more of the cards on a play field. In the battle card game of the present invention, the plurality of cards composing the deck include one or more combination card sets, and the combination card set comprises two or more of the cards having a conceptual image (image or concept) indication field thereon. Two or more cards composing the combination card set may be battle cards to be used for battle, effect indication cards having thereon an indication of effect to be exerted, cost payment cards to be used in cost payment, and any other types of cards. Each of the two or more cards composing the combination card set has a divided conceptual image (image or concept) indicated on its conceptual image indication field. The divided conceptual images all together represent a complete conceptual image when the two or more cards are deployed in accordance with a predetermined layout. For example, in a case where “one conceptual image” is a pattern, photograph, or picture, the “divided conceptual image” is one portion of the pattern, photograph, or picture divided equally into N pieces (N is an integer of two or more). In a case where “one conceptual image” is one particular concept such as “spring, summer, autumn and winter” or “morning, daytime and evening” for example, then “divided conceptual images” are expressed by patterns, characters, or pictures, which represent “spring”, “summer”, “autumn”, and “winter”, respectively. Furthermore, when “one conceptual image” is a concept of four heroes or heroines who appear in a certain story, “divided conceptual images” are expressed by pictures or photographs representing the figures or faces of the four heroes or heroines, respectively.

Each of the two or more cards composing the combination card set has a layout map thereon for showing a predetermined layout of the card, namely, which card should be placed where. The layout map may be of any types, as long as the map can clearly show which card should be placed where at a glance. For example, the deployment position at which a card should be deployed may be indicated with a simple pattern. Or, the deployment position may be indicated in a reduced illustration showing the actual state that each card has been deployed in its right place.

If the layout map is indicated on the card as described in the present invention, the players can recognize at a glance where to place the cards of the combination card set during the game. Even if one conceptual image, which comprises divided images indicated on two or more cards composing the combination card set, is intricate or complicated, the players can recognize how to deploy the cards in order comparatively simply, and can proceed with the game smoothly.

Any types of cards can be selected arbitrarily for composing the combination card set. For example, when a deck comprises a plurality of battle cards to be used for battle, a plurality of cost payment cards to be used in cost payment for deploying battle cards onto the play field, and a plurality of effect indication cards having an indication thereon for indicating effect to be exerted, the combination card set may include any of these types of cards.

In particular, a battle card game may be constructed based on a rule that the cost payment cards should always be deployed on the play field in order to build up the combination card set by including one or more combination card sets comprising two or more cost payment cards in a plurality of cost payment cards used in the game. In this case, the player will advance the game by taking account of the situation of cost payment cards deployed on the opponent's play field to estimate the opponent's cost solvency, and predicting the opponent's possibility of building up a complete combination card set. Thus, a new game can be constructed based on the necessity that the players must work out their strategies by paying more attention to the opponent's situation than ever. If one or more combination card sets comprising two or more cost payment cards are included in a plurality of cost payment cards, various kinds of effects can be exerted when the combination card set is built up. For example, the following effects may be defined; the cost is increased, the attack power is reinforced, the opponent's defense power is weakened, the opponent's cost payment card is removed from the play field, or the opponent is forced to deploy a predetermined number of cards onto the opponent's drive zone. As a result, the game can be made more dynamic. As a matter of course, other cost payment rules may be established. For example, the players must pay costs only by using the cost payment cards, or the players can pay costs by deploying battle cards or effect indication cards onto the play field. In a case where the game is advancing in accordance with such rules, the plurality of battle cards may have an indication which indicates a predetermined number of cards that the opponent must draw from the opponent's deck for the purpose of inflicting damage on the opponent. With this arrangement, namely, by providing such indication on the battle cards, it becomes possible to introduce a unique winning rule into the game and to construct the game in which damage is inflicted on the opponent. In this arrangement, the game is over when the number of cost payment cards deployed on the play field exceeds a predetermined number, or the game is over when the number of cards in hand exceeds a predetermined number.

In a case a layout map is indicated with a simple deployment pattern, it is preferred to clearly show the deployment positions in the layout map. With this arrangement, the players can recognize the deployment position of the card simultaneously with the deployment pattern, thereby accelerating the development of the game.

How to explicitly specify the deployment position is arbitrary. For example, the color of a deployment position in the layout map may be different from that of an area surrounding the deployment position. With or without the aid of colors, a symbol such as a character, number, sign, or mark may be adopted to indicate the deployment position in the layout map so that the player can recognize where to deploy the card. When such a symbol is used, the player can readily recognize with the symbol, which card is missing for the complete combination card set during the development of the game.

It is preferred that two or more cards composing the combination card set should have an effect indication field thereon for indicating the effect to be exerted when the two or more cards are deployed on the play field in accordance with the layout map. With this arrangement, the players can work out their gaming strategies since they can expect the effect to be exerted when the combination card set is built up even if all of the cards composing the combination card set have not been deployed on the play field yet.

The construction of the play field is arbitrary. A particular play field dedicated for the game may be prepared. Or, a virtual play filed may simply be set up on a desk, table, or floor where the game is to be played. In case of preparing the dedicated play field, it is preferred to use a sheet-like play field comprising one or more sheets having indications thereon for indicating where to deploy the cards. For example, the sheet-like play field may be constructed to have indications of where to deploy the battle cards to be used for battle, where to deploy the battle cards to be used for defense, where to deploy the cost payment cards to be used for cost payment, where to deploy the battle cards and effect indication cards to be used in cost payment, and where to deploy the effect indication cards to be exerted. With the use of such a sheet-like play field, even a beginner player can proceed with the game without difficulties.

The players can recognize at a glance where to place the cards of the combination card set during the game. Even if one conceptual image, which is composed of divided images indicated on two or more cards composing the combination card set, is intricate or complicated, the players can recognize how to deploy cards in order comparatively simply, and can proceed with the game smoothly.

In accordance with the present invention, the layout map is indicated on the cards composing the combination card set. Therefore, the players can recognize at a glance where to place the cards of the combination card set during the game. If one conceptual image, which comprises divided images indicated on two or more cards composing the combination card set, is intricate or complicated, the players can recognize how to deploy the cards in order comparatively simply. As a result, in accordance with the present invention, even when using the combination card sets, the players can concentrate on the game and develop the game smoothly.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic view showing an opening state of a battle card game of the present invention for two players.

FIG. 2 is a schematic view showing a state of the card game during the play.

FIG. 3 (A) shows an example of a battle card BC, and FIGS. (B) and (C) respectively show an example of effect indication card.

FIGS. 4 (A) to (D) show examples of four cost payment cards composing a combination card set.

FIGS. 5 (A) and (B) show examples of two cost payment cards composing a combination card set.

FIGS. 6 (A) and (B) show another examples of two cost payment cards composing a combination card set.

FIGS. 7 (A) and (B) show further examples of two cost payment cards composing a combination card set.

FIGS. 8 (A) and (B) show still further examples of two cost payment cards composing a combination card set.

FIG. 9 is a flowchart showing a turn construction and flow.

FIG. 10 partially shows how to deal with cards in a battle card game according to an embodiment of the present invention.

FIG. 11 partially shows how to deal with the cards in the battle card game according to the embodiment.

FIG. 12 partially shows how to deal with the cards in the battle card game according to the embodiment.

FIG. 13 partially shows how to deal with the cards in the battle card game according to the embodiment.

FIG. 14 is an illustration describing how to determine the winning condition in the battle card game using battle cards.

FIG. 15 partially shows how to deal with the cards in the battle card game according to the embodiment.

FIG. 16 shows how a combination card set has been completed.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A preferred embodiment of the present invention will now be described in detail with reference to the accompanying drawings. FIG. 1 is a schematic view showing an opening state of a battle card game of the present invention for two players. FIG. 2 is a schematic view showing a state of the card game during the play. The battle card game of the present invention can be played by two or more players. In the present embodiment, two players use decks 1 and 3 comprising two or more cards respectively. A play field 5 may be the surface of a table or floor, for example. In the present embodiment, the play field 5 is visualized with dashed lines on the surface of a table. A sheet may actually be prepared as the play field, but as a matter of course, it is not necessary to prepare a special sheet in particular. In the present embodiment, the play field 5 for two opposing players comprises a set of four sheet-like play fields 7, 9, 11 and 13. Each of the two sheet-like play fields 9 and 11 is provided with an attack zone A for deploying battle cards to be used for attacking as described later, a defense zone B for deploying battle cards to be used for defense, and a trap zone C for deploying particular effect indication cards face down. Each of another two sheet-like play fields 7 and 13 is provided with a drive zone D for deploying cards to be used for cost payment (a cost payment card, a battle card, and an effect indication card). As will be described later in detail, the cost payment cards of the present embodiment include two or more cards composing a combination card set.

As shown in FIG. 1, the opening decks 1 and 3 comprise 40 or more cards respectively. Each of the decks 1 and 3 includes cards which are roughly divided into three kinds of groups. The three kinds of groups are a group of battle cards, a group of effect indication cards having effect indicated thereon with the effect being exerted when the card is used, and a group of a plurality of cost payment cards to be used in cost payment and including a combination card set.

In FIG. 2, a plurality of cards designated at reference numerals 15 and 17 are hands of the respective players. In the present embodiment, the players draw five cards at first from their respective decks 1, 3 to make an opening hand. At the beginning of their respective turns, the players draw a card from their respective libraries of cards 19, 21, and add the drawn card to their hands. In FIG. 2, the cards designated at reference numerals 23, 25 are the cards discarded onto a card discard place.

FIG. 3 (A) shows an example of a battle card BC, and FIGS. 3 (B) and (C) show examples of effect indication cards. FIG. 3 (A) is a plan view showing an example of one battle card placed face up. The battle card BC has attack power and defense power indicated with a numeric value thereon, and is primarily used for a battle (attack and defense) with an opposing player. The battle card BC has the following indication fields: a name field 31 for showing the name of the card; a conceptual image indication field 32 for illustrating the character of the card; a group name field 33 for identifying the group name of the card; a cost indication field 34 for showing the cost required for making this card available (for example, the cost required for deploying the card onto the play field 5) with numeric values, or symbols or marks; a attack/defense power indication field 35 for numerically showing the attack power of the card (the amount of damage inflicted on an opponent in a battle or play: the illustrated example of “ATK/800” means that the card has an attack power of 800), and the defense power of the card (the amount of damage that the card can absorb when encountering with the opponent's attack in a battle or play: the illustrated example of “DEF/950” means that the card has a defense power of 950); a damage indication field 36 for showing the level of damage to be inflicted on the opponent (the number of cards which the opposing player must draw from the opponent's library of cards and put on the drive zone); and an effect indication field 37 for indicating the effect to be exerted when the card is deployed on the play field and its exertion condition under which the effect is be exerted. If the attack power and the defense power are set to the same level or numeric value, one indication field may be used for indicating both of attack and defense powers with a numeric value. For example, the number of the symbols “●” indicated on the cost indication field 34 in FIG. 3 (A) denotes that the cost required for deploying the battle card BC onto the attack zone A or the defense zone B of the player's play field 5. Namely, in this case, five “●” symbols are indicated so that, as is explained in detail later, this battle card BC can be brought into the attack zone A or defense zone B on condition that five cards are deployed on the drive zone D during the player's turn. Incidentally, such a rule can be set up that all kinds of cards (a battle card BC, an effect indication card EC, and a cost payment card) deployed on the drive zone D may be used for cost payment. Or, another rule may be set up only the cost payment cards CC deployed on the drive zone D can be used for cost payment. The former rule is adopted in the present embodiment.

When the battle card BC is included in the player's hand 15, the player can deploy the card face up on the attack zone A or the defense zone B of the play field during his/her turn, as long as the number of the cards deployed on the drive zone D as shown in FIGS. 1 and 2 exceeds the number required for paying the cost for that battle card. Further, one or more battle cards BC can be put face up on the drive zone D as cards for paying the cost during the player's turn. In addition, the player can move the battle cards BC currently deployed on the attack zone A to the defense zone B, or can move the battle cards BC currently deployed on the defense zone B to the attack zone A.

The battle card BC which has been deployed face up on the attack zone A can be used as a card for battle or fighting during the player's turn. Likewise, the battle card BC deployed face up on the defense zone B can be used as a card which is to be targeted by the opponent's battle card, namely, works for defense. As described later, when the battle card BC deployed on the defense zone B is damaged in the battle, that is, when the attack power (ATK) of the opponent's battle card is larger than the defense power (DEF) of the player's own battle card, the card is discarded into the card discard place.

Incidentally, an effect described in the effect indication field 37 of each battle card is typically as follows. As a matter of course, it is not necessary to provide an effect indication field on each battle card.

“When this card is deployed on the battle zone, you may choose one card from your hand, and deploy it on the drive zone.”

“When this card is moved from the battle zone to the card discard place, you can put this card on the drive zone instead of discarding.”

“This card cannot be deployed on the defense zone or moved thereto.”

FIGS. 3 (B) and (C) show examples of the face appearances of two kinds of effect indication cards EC1, EC2. The effect indication card of the first kind EC1 is commonly called “force card.” This card EC1 exerts an effect indicated thereon during the player's turn on condition of cost payment for the card. The effect indication card of the second kind EC2 is commonly called “trap card.” This card EC2 is deployed face down on the trap zone C. The card then exerts an effect indicated thereon during the holder's turn, on condition of cost payment for that card.

As a general rule, these effect indication cards exert respective effects only one time during the player's turn, when the cards are contained in the player's hand or deployed on the trap zone. Once the cards have exerted the respective effects, they are moved to the card discard place. Each of these cards EC1 and EC2 has a name field 41 for indicating the name of the card, an image indication field 42 for illustrating the image of the card, a group name field 43 for identifying the group name of the card, a cost indication field 44 for indicating the cost required for bringing this card into play with a numeric value or a symbol, and an effect indication field 45 for indicating the effect to be exerted when this card is brought into play.

As with the battle cards BC, an effect described in the effect indication field of each of these effect indication cards EC1 and EC2 is typically as follows:

“You can choose one battle card (Monster) that is deployed in your opponent's battle zone, and throw it onto the card discard place.”

“You can choose any number of battle cards (Monster) deployed in your opponent's defense zone, and move them to the attack zone.”

“You can choose one battle card (Monster) from the battle zone, and increase the level of both attack power and defense power by +500 during this turn.”

FIGS. 4 (A)-(D) show how the cost payment cards CC1-CC4 used in this embodiment look when they are place face up. As shown in FIG. 4, the four cost payment cards CC1-CC4 compose a combination card set when combined together. Each of these cost payment cards CC1-CC4 respectively has a name field 51 for showing the name of the card, a group name field 52 for identifying the group name of the card, an image indication field 53, an effect indication field 54 for indicating the effect to be exerted when these cards CC1-CC4 are combined to form one combination card set, and a layout map 55 for illustrating a predetermined deployment layout, that is, which cards should be placed where. On the name fields 51 and layout maps 55 of these cost payment cards CC1-CC4, characters of A, B, C and D are respectively indicated as a symbol for representing the types of cards that compose the combination card set. With such symbols, the players can recognize which card is missing and required to form the combination card set. The players can immediately notice that required card when the card has appeared during the game.

Each of the four cards CC1-CC4 together composing the combination card set has an image indication field 53 for indicating a divided conceptual image which contributes in forming one complete conceptual image when all the four cards are combined together in accordance with a predetermined layout. In the illustrated example, the combined conceptual image represents a “helicopter” and the divided conceptual images, which are obtained by dividing the complete conceptual image of one helicopter into four, are indicated respectively on the image indication field 53 of each card. The combined conceptual image which is formed by combining the four cards CC1-CC4 is not always necessary to be a perfect image. In the present embodiment, it is enough if the players can recognize that the conceptual image is a helicopter when the players look at the completed card set from a distance.

Further, the layout map 55 may be of any types as long as the players can understand at a glance which of the four cards CC1-CC4 composing the combination card set should be deployed where. In this example, the card deployment positions are indicated with a simple pattern (a matrix pattern of an upper row including two cards and a lower row including two cards). When the layout map is constructed from a simple pattern, it is preferred that the card deployment position, namely, where the card should be placed, should be explicitly shown in the layout map. In this example, a character of A, B, C, or D is displayed on each of the deployment position as a symbol identifying the card. How to explicitly indicate where to deploy the card is arbitrary. For example, the color of the deployment position in the layout map 55 may be different form the color of an area surrounding the deployment position. Moreover, with or without the aid of the colors, a symbol such as the above-mentioned character, numeral, sign or mark may be placed in the deployment position in the layout map 55 to show where to deploy the card. With such symbols used, the players can recognize which card is missing in order to complete the combination card set. Therefore, the players can immediately notice the missing card when it has appeared during the game. The layout map may be a reduced illustration which shows how the cards are actually deployed in the right positions.

If the layout map 55 is shown on the face of the four cards CC1-CC4 composing the combination card set, the players can recognize at a glance the card deployment pattern, namely, “which cards should be placed where” for completing the combination card set during the game. Even if one conceptual image, consisting of the four divided conceptual images indicated on the four cards composing the combination card set, is intricate or complicated, the players can recognize how to deploy the cards in order comparatively readily, and can proceed with the game smoothly.

On the faces of the four cards CC1-CC4 composing the combination card set, an effect to be exerted when the cards are deployed on the play field in accordance with the layout map is indicated in the effect indication field 54. With this arrangement, the players can recognize the effect to be exerted on condition that the combination card set is completed, even when the four cards required for completing the combination card set are not built up yet. Therefore, it is easy for the players to work out their strategies for the game.

Incidentally, an effect indicated in the effect indication field 54 is typically as follows:

“Throw all the battle cards (Monster) in your opponent's defense zone onto the card discard place, and then draw two cards.”

FIGS. 5 (A) and (B) through FIGS. 8 (A) and (B) show examples of combination card sets, each of which comprises two cost payment cards. FIGS. 5 (A) and (B) are an example of a combination card set which forms a conceptual image of a cellular phone when the cost payment cards CC5, CC6 are deployed respectively in the upper and lower positions. FIGS. 6 (A) and (B) are an example of a combination card set which forms a conceptual image of a key when the cost payment cards CC7, CC8 are deployed diagonally, one CC7 in the upper right position and the other CC8 in the lower left position. FIGS. 7 (A) and (B) are an example of a combination card set which forms a conceptual image of a magnifying glass when the cost payment cards CC9, CC10 are deployed diagonally, one CC9 in the upper left position and the other CC10 in the lower right position. FIGS. 8 (A) and (B) are an example of a combination card set which forms a conceptual image of a dinosaur when the cost payment cards CC11, CC12 are deployed right and left. As shown in the foregoing examples, how to deploy the cards in order to build up one conceptual image is arbitrary.

Each of the above-mentioned cost payment cards has an indication such as like <ABCD> and <AC> placed beside a “counter trigger” display on the upper region of the effect indication field 54, for the purpose of showing the type and the number of the cards required for completing the combination card set.

As described in the present embodiment, if one or more combination card sets, each of which comprises two or more cost payment cards, are included in a plurality of cost payment cards, the game can be enjoyed based on a rule in which some cost payment cards should always be deployed on the play field 5 in order to complete the combination card sets. In the present embodiment, such a rule is employed that the cost for deploying a battle card onto the attack zone A or the defense zone B and the cost for exerting the effect indicated on an effect indication card must be paid in terms of the number of the cards deployed on the drive zone. In addition, a rule of winning condition is set forth that, when the drive zone D is filled up with cards used in cost payment after the player has deployed the cards, including the cost payment cards CC11, CC12, face up on the drive zone D, that player will lose the game. Further, various kinds of effects may be defined, which will be exerted when the combination card set is completed by deploying the cost payment cards CC1, CC12 on the drive zone D. The various kinds of effects are typically as follows: the cost is increased; the attack power is reinforced; the opponent's defense power is weakened; the opponent's cost payment card is removed from the play field; and the opponent is forced to deploy a predetermined number of cards on the drive zone. As a result, the game can be enjoyed more dynamically than ever. Under the rules of the present embodiment, after the combination card set has been completed and the effects have been exerted, two or more cards composing the completed combination card set must be discarded into the card discard place from the drive zone D. Therefore, the number of the cards deployed on drive zone D will be reduced.

In the card game of the present embodiment, the players proceed with the game, taking account of the situation of the cards deployed on the opponent's drive zone to estimate the opponent's cost solvency, and predicting the opponent's possibility that the combination card set may be completed. Consequently, the players are required to work out their strategies by paying more attention to the opponent's situation than ever. In addition, a plurality of the cost payment cards include one or more combination card sets, each of which comprises two or more cost payment cards. Therefore, it is possible to set up a rule which enables the tactical situation to be reversed by exertion of an effect when the combination card set is completed. Thus, the game can be played more dynamically than ever. In the card game of this embodiment, costs can be paid by deploying battle cards and effect indication cards other than cost payment cards on the play field. A predetermined number of cards, which a defeated player must draw from his/her own deck and deploy on the drive zone D, is indicated on the face of the battle card (refer to the damage indication field 36 in FIG. 3(A)). Under the game rules employed in this embodiment, only one defeat in a battle may lead to the final defeat in the game since the drive zone is filled up with the cards.

Thus, in the card game of this embodiment, necessary costs are paid in terms of the number of cards deployed on the drive zone. Therefore, in order to bring a battle card into play on the attack zone A or the defense zone B, it is necessary to deploy as many cards as possible on the drive zone D. However, the player loses the game if his/her drive zone is filled up with the cards. From this point of view, it is preferred that as few cards as possible are deployed on the drive zone D. Therefore, in the card game of the present embodiment, whether or not a combination card set can be completed on the drive zone D has a big influence on the victory/defeat of the game. As a result, the players can enjoy tactics of the game more than ever.

Next, how to prepare for and proceed with the game will be explained hereinafter.

Preparation for Starting the Play

1) Determine the playing order for each player.

2) Shuffle the decks 1 and 3 many times and place them as libraries (or stacks of cards) 1 and 3 on the respective library places. If a player has lost all of his/her library of cards during the game, the player is allowed to pick up cards discarded on the card discard place, shuffle and reuse them as his/her own library. In order to conclude the game in a short time, such a victory/defeat determination or winning condition can be adopted that a player loses the game when his or her library of cards runs out.

3) Next, draw five cards from each player's deck, and make them the player's opening hands 15 or 17. Then start the game. Each player will execute his/her turn in order, starting from the first player.

Flow of a Turn

As shown in FIG. 9, a turn of one player consists of a draw phase, a drive phase, a main phase and an attack phase. Upon termination of the turn of one player, a turn of an opposing player will start. Two players execute their turns by turns, and so the game progresses.

(1) Explanation of the draw phase

In this phase, as shown in FIG. 10, the players draw a card from the players' own decks 1, 3. Here, the upper-limit number of the cards included in each of the hands 15, 17 is six after the players draw the card from their respective decks.

(2) Explanation of the drive phase

As shown in FIG. 11, the players may choose any one card from their hands 15, 17 respectively, and deploy it on the players' own drive zones D. Of course, the players can decide not to deploy any cards on the drive zone. If deployed on the drive zones D, cards are deployed face up. In a case where the drive zone is filled up with cards, the player holding the filled-up zone will lose the game.

(3) Explanation of a main phase

As shown in FIG. 12, the players can repeat the following actions as many times as they wish. The order of performing the following actions is arbitrary.

To deploy a battle card BC from the hand onto the attack zone A or defense zone B.

To transfer a battle card between the attack zone A and the defense zone B.

To use a force card EC1 drawn from the hand.

To draw a trap card EC2 from the hand and deploy it on the trap zone C.

To exert the effect of each card.

Basically, cards can be deployed onto the play field 5 from the player's hand during the player's main phase. However, the rules for deploying cards onto the field 5 are different, depending upon the types of the cards as described below.

Battle Card BC

A battle card BC can be deployed onto the attack zone A or the defense zone B, provided that all the following conditions are satisfied:

It is in the player's main phase.

There is some room for the card in the player's attack zone A or the defense zone B.

The cost (the number of symbol ●) required for using a desired battle card is equal to or smaller than the number of cards deployed on the player's drive zone D.

If the above-mentioned conditions are all satisfied, the player is allowed to deploy any number of battle cards included in the player's hand onto the play field.

Force Card EC1

A force card EC1, which is a kind of effect indication card, can be used if all the following conditions are satisfied. The force card EC1 must be placed on the holder's card discard place after exerting an effect indicated thereon upon satisfying the following conditions.

It is in the player's main phase.

The cost (the number of symbols ●) required for using a desired force card EC1 is equal to or smaller than the number of cards deployed on the player's drive zone D.

“Operating condition” as explained on the effect indication field of the card is satisfied.

A force card must be deployed face up on the player's play field 5 when used, so that the opponent can see the card.

Trap Card EC2

A trap card EC2, which is a kind of effect indication card, is required to go through two steps: first, a “setup on the trap zone C”; and then a subsequent “use” step.

Setup of a Trap Card EC2

“Setup” means deploying the trap card EC2 face down on the trap zone C. At this step, it is not necessary to pay the cost that is indicated on the trap card EC2.

“Setup” of the trap card EC2 can be performed if all the following conditions are satisfied:

It is in the player's main phase.

There is some room for the card in the player's trap zone C.

Use of a Trap Card EC2

The trap card EC2 deployed face down on the trap zone C is turned over to face up. In order to use the card, it is now necessary to pay the cost indicated on the trap card EC2.

The trap card EC2 can be used if all the following conditions are satisfied:

The card is deployed face down on the player's trap zone EC2.

The “operating condition” as described on the effect indication field of the card is satisfied.

The cost required for using a desired trap card EC2, which is expressed by “the number of ●”, is equal to or smaller than the number of cards deployed on the player's drive zone.

Cost Payment Card CC: Also Called as Counter Card

A cost payment card CC (counter card) can exert an effect indicated thereon only when deployed on the drive zone D in an appropriate arrangement. The effect is certainly exerted at the moment of being deployed in the appropriate arrangement. Once one combination card set has been completed on the drive zone D among cost payment cards CC (counter cards) , the effect indicated on the cards is exerted one time. Then, the set of the cost payment cards CC (counter cards) which exerted the above-mentioned effect are all together thrown onto the player's card discard place.

(4) Explanation of an attack phase

Hereinafter, the player who proceeds with his or her turn is called as “attack side” and the opponent player who is not in his or her turn, is called as “defense side.” As shown in FIG. 13, the attack-side player can make an attack on the opponent's battle card BC or the opposing player himself/herself, using a battle card BC deployed on the attack-side player's attack zone A. Of course, the attack-side player does not have to make an attack. As an exceptional rule, the first player is not allowed to make an attack on the opposing player in his/her first attack-side turn.

The attack side is allowed to make an attack upon a battle card of the defense side only once in a turn thereof. The attack-side player is not allowed to attack upon another battle card of the defense side before the attack on one battle card is over. In other words, a battle card once used in one turn cannot be used for a battle against another battle card of the defense side. In the attack phase, the game is developed in the following flow:

(a) The attack-side player chooses one battle card BC in the player's attack zone A, and declares to start an attack. Next, an attack target is chosen.

If there are two or more battle cards BC in the defense zone B of the defense side, the attack-side player chooses one of them as an attack target and proceeds to (b) as described below. If there is no battle card BC in the defense zone B of the defense side, the attack phase skips to (c) described below.

(b) Card battle

The battle card BC deployed on the attack zone A has attack power of “ATK.” On the other hand, the battle card BC deployed on the defense zone B has defense power of “DEF.” After modifying the above-mentioned powers by using a trap card or other effect indication cards EC, the attack power of the battle card held by the attack side is compared with the defensive power of the battle card held by the defense side. As shown in FIG. 14 (A), the battle card BC with larger power “wins”. The battle card BC with lower power is “defeated” and is placed in the card discard place of the defeated player. As shown in FIG. 14 (B), when the attack power of the attack side and the defense power of the defense side stand on a par, it is considered as “hit each other at the same time”, and both battle cards BC are put on the respective card discard places. After the result of the attack is calculated, the step proceeds to (e).

(c) Battle between an attack-side battle card BC vs. a defense-side player

A battle card BC held by the attack side inflicts the number of damages specified in the damage field 36, i.e., the “BREAK” field, on an opposing player. Then, the damaged player draws the same number of cards as specified in the foregoing “BREAK” field from the damaged player's library of cards and deploys the drawn cards at any places within the damaged player's drive zone D. That is, the damage of the player is expressed by the cards deployed on the drive zone D since the player is defeated when his/her drive zone D is filled up with cards (when there is no room for the cards on the drive zone D).

It can be considered that the number of cards deployed on the drive zone D is regarded as the number of damages that the player has suffered. Then as shown in FIG. 15, when the number of damage becomes larger than nine (that is, when there are more than nine cards on the drive zone) if the player suffers the number of damages as specified in the opposing player's “BREAK” field, the card which inflicts damage of more than nine is discarded on the card discard place. This means, when the player suffers “BREAK 2” damage in the state that the player has already suffered eight damages (eight cards have already been deployed on the drive zone D) , the player turns over two cards, deploys one of them on the drive zone, and discards the other card on the player's card discard place. If a combination card set has just been completed at this time, the effect indicated in the combination card set is exerted at that moment, and the drive zone of that player is not filled with nine cards any more. If the combination card set is not completed, the player whose drive zone D is filled up with cards loses the game.

(d) Counterattack of the defense side

If the combination card set has been completed in the defense-side's drive zone D as a result of attacking as shown in FIG. 16, that set of the combination cards is placed on the card discard place, and an effect is resolved. This embodiment employs the rule that even if the drive zone is filled up at this time, the defense-side is allowed to make a counterattack.

(e) Continuation or termination of the attack

If there are still more battle cards BC which can make an attack and if the player wants to continue the attack, the player returns to (1).

If the player does not want to continue the attack any more, the player declares the termination of his/her turn.

When the player's hand contains more than five cards at the time of the termination of the turn, the player is required to choose five cards to keep in hand and discard the surplus cards so that the hand may consist of just five cards.

The type of cards composing the combination card set is arbitrary. For example, the combination card set may comprise two or more battle cards or effect indication cards (especially trap cards) which can exert an effect indicated thereon. In short, such a rule may be set forth that the combination card set comprises battle cards which are deployed on the attack zone or the defense zone to exert a predetermined effect. Or, the combination card set may comprise three trap cards deployed on the trap zone, or force cards if another place for deploying the force cards is newly provided. In addition, a plurality of different combination card sets may comprise a plurality of different kinds of cards respectively. In any case, however, each card composing the combination card set should have a layout map indicated thereon as with this embodiment. The layout maps may be the same as or different from those of this embodiment.

Further, the present invention is not limited to this embodiment, but various variations and modifications may be made without departing from the scope of the present invention. 

1. A battle card game for two or more players, each of the two or more players using a deck comprising a plurality of cards, and putting one or more of the cards on a play field for play, wherein the plurality of cards composing the deck include one or more combination card sets, the combination card set comprising two or more of the cards having a conceptual image indication field thereon; wherein each of the two or more cards composing the combination card set has one of divided conceptual images indicated in the conceptual image indication field, the divided conceptual images representing a complete conceptual image when the two or more cards are deployed in a predetermined layout; and wherein each of the two or more cards has a layout map thereon for showing the predetermined layout of the cards.
 2. The battle card game as defined in claim 1, wherein the layout map indicated on the card shows a deployment position where the card should be placed in the predetermined layout.
 3. The battle card game as defined in claim 2, wherein a color of the deployment position in the layout map is different from a color of an area surrounding the deployment position.
 4. The battle card game as defined in claim 2, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map.
 5. The battle card game as defined in claim 1, wherein each of the two or more cards has an effect indication thereon for indicating an effect to be exerted when the two or more cards are deployed on the play field in accordance with the layout map.
 6. A battle card game for two or more players, each of the two or more players using a deck comprising a plurality of cards, and putting one or more of the cards on a play field for play, wherein the plurality of cards composing the deck include a plurality of battle cards to be used for battle and a plurality of cost payment cards to be used in cost payment for deploying the battle cards onto the play field; wherein each of the plurality of cards has a conceptual image indication field thereon for representing a conceptual image; wherein the plurality of cost payment cards include one or more combination card sets, the combination card set comprising two or more of the cost payment cards; wherein each of the two or more of the cost payment cards composing the combination card set has one of divided conceptual images indicated in the conceptual image indication field, the divided conceptual images representing a complete conceptual image when the two or more of the cost payment cards are deployed in a predetermined layout; and wherein each of the two or more of the cost payment cards has a layout map thereon for showing the predetermined layout of the cards.
 7. A battle card game for two or more players, each of the two or more players using a deck comprising a plurality of cards, and putting one or more cards on a play field for play, wherein the plurality of cards composing the deck include a plurality of battle cards having at least attack power and defense power indicated thereon, a plurality of effect indication cards having effect indicated thereon, the effect being exerted when the card is used, and a plurality of cost payment cards to be used in cost payment for deploying the battle cards onto the play field; wherein the play field is a sheet-like play field constituted by one or more sheets having indications thereon for indicating where to deploy the cards; wherein the sheet-like play field has indications thereon for indicating where to deploy the battle cards to be used in a battle, where to deploy the battle cards to be used for defense, where to deploy the cost payment cards to be used in cost payment, where to deploy the battle cards and the effect indication cards to be used for cost payment, and where to deploy the effect indication cards; wherein each of the plurality of cards has a conceptual image indication field for representing a conceptual image; wherein the plurality of cost payment cards include one or more combination card sets, the combination card set comprising two or more of the cost payment cards; wherein each of the two or more of the cost payment cards composing the combination card set has one of divided conceptual images indicated in the conceptual image indication field, the divided conceptual images representing a complete conceptual image when the two or more of the cost payment cards are deployed in a predetermined layout; and wherein each of the two or more of the cost payment cards has a layout map thereon for showing the predetermined layout of the cost payment cards.
 8. The battle card game as defined in claim 6, wherein the layout map on the card shows a deployment position where the card should be placed in the predetermined layout.
 9. The battle card game as defined in claim 8, wherein a color of the deployment position in the layout map is different from a color of an area surrounding the deployment position.
 10. The battle card game as defined in claim 8, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map.
 11. The battle card game as defined in claim 6, wherein each of the two or more cards has an effect indication thereon for indicating an effect to be exerted when the two or more cards are deployed on the play field in accordance with the layout map.
 12. The battle card game as defined in claim 6, wherein each of the plurality of battle cards has an indication thereon for indicating how many cards an opponent must draw from the opponent's deck.
 13. The battle card game as defined in claim 3, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map.
 14. The battle card game as defined in claim 7, wherein the layout map on the card shows a deployment position where the card should be placed in the predetermined layout.
 15. The battle card game as defined in claim 14, wherein a color of the deployment position in the layout map is different from a color of an area surrounding the deployment position.
 16. The battle card game as defined in claim 9, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map.
 17. The battle card game as defined in claim 7, wherein each of the two or more cards has an effect indication thereon for indicating an effect to be exerted when the two or more cards are deployed on the play field in accordance with the layout map.
 18. The battle card game as defined in claim 7, wherein each of the plurality of battle cards has an indication thereon for indicating how many cards an opponent must draw from the opponent's deck.
 19. The battle card game as defined in claim 14, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map.
 20. The battle card game as defined in claim 15, wherein a symbol, such as a character, a number, or a sign, is depicted on the deployment position in the layout map. 